"That hardly seems like a sane way to utilize teleportation magic. The potential side effects and problems could prove disastrous. These Pharasmins should stick to healing, praying, and burying the dead. The true arcane arts seemingly lie beyond their ken entirely."

Would Knowledge(Arcana) be applicable. Any chance Aldous would have heard/read about such an effect, whether intended or not?

"since I don't know much about magic or history, but It could have been an earlier method, maybe even an experimental version."

Moving past the set of doubles doors, the group moves north down the hallway. Again, they come to a fork in the path. To the left, lies a door emblazoned with a strange seven-pointed star. To the right, a single door.

I don't have a preference for which direction. But as always, I will cast Guidance and Virtue on everybody before opening the door.

It takes Gunder a moment to realize that even his lame leg is on the wrong side now. Apparently this wasn't a problem at first. But once he becomes consciously aware of it, he has some trouble not tripping over his own feet.

After getting his feet sorted out, he notices the door with the seven pointed star on it that Elizabeth and that Tina are already inspecting it.
"That symbol there ... looks familiar. But I don't quite remember where I've seen it before."I think I know what it is. But I don't think my character would - given that he has zero knowledge skills. I wish Gunder had spent more time reading books and less time snooping around the city when he was a kid.

"Lads, there never was a good story told that couldn't use a bit of creative embellishment. I spent some time in Almas once and while I was there I managed to weave a tale so fine that the citizens all tried to elect me to office! That was a right joke there, I say. Goes to shows what a good story can do for you though."

"One would most likely be "appointed" to such an illustrious position, no, Ser Banderswel? It does seem an office which would suit you quite well." Aldous gives the Wolf-Knight a sly wink. "Perhaps you would care to return, after our foray through this place, to wage a campaign again? I daresay we could find some sot to "run" 'gainst you."

"Would be quite the opportunity, no? And yet another reason to acquire so dwarf friends. Perhaps a dwarf lass or two..." Aldous raises an eyebrow at the thought. "That would assist with seeing in the dark, as well."

Garuneh is amused and confused by Aldous and Durnolf's banter. "I feel like such an aesthete compared to you rollicking Avistanis. Do you really elect town drunkards? I fear many abstain from alcohol in the area where I was raised, although we have a drink known as bhang which is quite potent. And dwarven lasses? Do they not have beards? I say this not out of prejudice. After all, I did meet a half-orc dancer in the Empire of Kelesh..." Garuneh remembers where he is and stops, somewhat embarrassed.

Oh come on now, we are all friends here. Plus this is Kaer Maga, we have soothsaying trolls, zombie hookers, a family of crooks who make golems and dozens of others all running around. Having a Lord Town Drunk is small beans.

Neither door appears to be trapped, though the seven-pointed-star door is clearly locked and is beyond the means of Elizabeth to pick. It would also take an incredible amount of time to knock down or open.

The other door, however, isn't locked or trapped and opens with a push.

A thirty-foot-diameter pit fills this circular room, its bottom lost in darkness. The ceiling arches twenty feet above the pit, which is encircled by a narrow, five-foot-wide walkway. A door stands in the opposite wall of the room, across the pit.

"Just a bit of friendly banter, Garuneh. Ser Banderswel would make a splendid Lord Besotted, would you not say?" Aldous keeps his eyes peeled for danger as he teases the Vudrani. "And dwarves not only see in the dark, they possess a natural proclivity towards both enjoying a good drink as well as resistance against its damaging effects. Besides, true beauty comes from within, no?"

After spotting the pit and secret door to the north, "Perhaps this is the pit that snake-person spoke of before? Which leads to the necromancer and his undead minions?" Aldous casts dancing lights at the "surface level" of the pit and cautiously peers down below. "Did anyone else spot that hidden door in the wall to the north? Perhaps we should investigate that way first."

To Elizabeth, in a whisper: "Crooks? Did you have a falling out with your kin, perhaps? Is there something I could do to assist you with that?"

"Horde?" Aldous pales slightly at the idea of thousands upon thousands of skeletal warriors, led by a cloaked master. "I don't recall anything being said about hordes. Perhaps we should remain very very stealthy from here on out..."

Elizabeth leans over to AldousThere are numerous problems I have with them. Although you risk having your head pressed under a golem's foot or all your fingers removed if you cross them, those are two of the problems I have with them. As well as having to be a woman in a chauvanistic crime gang who won't let me practice the family trade.

Elizabeth points at the door. I do agree with Tina, let us get back to buisness. I will check out the door ELizabeth with sneak over and examine the hidden door.

Gunder is looking down the pit sceptically. "I really hope that when Yrex said 'beyond the pit' that she meant 'beyond the door behind the pit' - and not 'down through the pit'. We didn't bring rope, did we?"

I only spent 2 first level spells so far. Still 3 left. So I'm good to go on. (Although my halfling self wouldn't mind to go back to the base camp for a snack)

Elizabeth tinkers with the lock and hears the tumblers click open. It's an old lock, but its design - like much of the Ossuary - is quite advanced and pushes her skill to pick it. Once the door is open, you see a small closet, only about 5-feet square.

As you shine your lights in the room, there is a glint of reflection and a blur of metal.

1d20 + 3 ⇒ (18) + 3 = 21 for 1d6 + 1 ⇒ (2) + 1 = 3

The blow lands on the unsuspecting Elizabeth (take 7 damage). In addition to the pain from the attack, she feels the slow burn of poison moving through her body.

Elizabeth Fort Save:1d20 ⇒ 10

Take 1 Constitution damage.

You see what bit you - a creature resembling a small, metallic cobra. Its body is made of overlapping iron plates, and its eyes are pinpoints of red light.